A fun possibility, with one major House Rule requirement
Hi! Hope you like this. I got so into the character I may play him next.
The premise is a vampire/undead hunter who was tainted during his adventures as a youth while exploring an ancient crypt. In an attempt to remove his curse he traveled to a remote temple of The Raven Queen where he was informed that it was too late to remove his curse, but that The Raven Queen might offer him a boon for his services if he took up her standard. Vlaad has spent the past 15 years attempting to please his deity. As a result he has gained the ability to use the Oath of Emnity class feature a few times per encounter. He takes this blessing a sign of her pleasure and continues to seek out necromancers, vampire enclaves, and restless undead in hopes that some day she will grant him a reprieve from his cursed existence.
I've added flavor and build appropriate magical items (purchasing an additional level 8 and level 4 item with his 5,000 gold at paragon level).
The house rule requirement: Convince your DM to let you use a hand crossbow (free load already) as your "ranged offhand weapon" for most Maurauder build powers, and your offhand Handax as your melee weapon. I think Rule of Cool should prevail in this case, as it's not really a stretch to think you can use them in this manner. The only really technical fudge is using strength for a hand crossbows attack modifier.
The feats/items/powers, etc., are built around gaining hps or temp hps when you fell an enemy (a nod to the vampiric nature of the character) and having an uber-skirmisher feel to the character, flitting around the battlefield and doling out your divine wrath.
I would use the Cloistered Priest Background and call it something else.
====== Created Using Wizards of the Coast D&D Character Builder ======
Vlaad, level 11
Human, Ranger, Unveiled Visage
Build: Marauder Ranger
Multi-Class: Avenger Feats granting Oath of Emnity x2
Fighting Style: Marauder Fighting Style
Ranger: Running Attack
Background: Cloistered Priest (Cloistered Priest Benefit)
FINAL ABILITY SCORES
Str 20, Con 11, Dex 14, Int 11, Wis 20, Cha 9.
STARTING ABILITY SCORES
Str 17, Con 10, Dex 13, Int 10, Wis 15, Cha 8.
AC: 23 Fort: 25 Reflex: 23 Will: 24
HP: 73 Surges: 6 Surge Value: 18
TRAINED SKILLS
Heal +15, Nature +15, Stealth +11, Dungeoneering +15, Athletics +14, Perception +15, Acrobatics +11, Religion +13
UNTRAINED SKILLS
Arcana +5, Bluff +4, Diplomacy +4, Endurance +4, History +5, Insight +10, Intimidate +4, Streetwise +4, Thievery +6
FEATS
Human: Vampiric Heritage
Level 1: Hero of Faith
Level 2: Manticore's Fury
Level 4: Lethal Hunter
Level 6: Night's Sight
Level 8: Vicious Advantage
Level 10: Hobbling Strike
Level 11: Disciple of Divine Wrath
POWERS
Bonus At-Will Power: Throw and Stab
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Hit and Run
Ranger encounter 1: Hurling Charge
Ranger daily 1: Skirmishing Stance
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Parting Strike
Ranger daily 5: Bloody Throw
Ranger utility 6: Weave Through the Fray
Ranger encounter 7: Toppling Rush
Ranger daily 9: Invigorating Confrontation
Ranger utility 10: Blood of the Fallen
ITEMS
Bloodcut Hide Armor +2, Point Blank Hand Crossbow +2, Lifedrinker Handaxe +2, Tracker's Eye, Embalm, Long-Distance Runner, Uncanny Strength, Khyber Shard of Life Drinking (heroic tier), Surprise Bullet +1, Quickhit Braces (heroic tier), Wildrunners (heroic tier), Horned Helm (heroic tier), Amulet of Protection +3, Baldric of Dividing Ranks (heroic tier), Sun Globe (heroic tier), Pierced Heart Tattoo (heroic tier), Poison Gloves (heroic tier), Alchemical Silver (heroic tier) (2), Holy Water (level 11), Holy Water (level 1) (3), Adventurer's Kit, Footpads
FORMULAS
Alchemical Silver (2)
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